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HaafingarEdit

Haafingar (also called Haafingar Hold and the Kingdom of Solitude) is a relatively small, mountainous, coastal hold in northwestern Skyrim. Its capital is the famed city of Solitude, and the two are sometimes treated as one and the same. Solitude is perched atop a large rock outcropping known as the Great Arch, towering high above the Solitude Inlet, which is found at the end of the Karth River and the massive Karth delta. However, Haafingar is far more than just Solitude. The Karth River allows for a great deal of commerce in Solitude and the town of Dragon Bridge in the Karth River Forest (mostly in timber and fish), and the long Giant's Coastline with the Sea of Ghosts is littered with frozen shipwrecks and treasures. Mount Kilkreath and its associated mountains take a large portion of the hold and it is filled with caves and ruins where bandits and creatures make their homes.

The hold shares borders with two other holds, the Reach to the south and Hjaalmarch to the southeast, and the province of High Rock borders it to the west, the Forgotten Vale found between the hold and Wrothgar. The mountains of Haafingar are only the tapered end of the Druadach Mountains, an enormous range of jagged mountain peaks to the south which rise up among the clouds of the Reach.

HackdirtEdit

Hackdirt is an isolated settlement located deep in the Great Forest of Cyrodiil, far south of Chorrol.

Haj UxithEdit

Haj Uxith (translating to "Hidden Nest" in Jel) is an Argonian city found with the depths of Coldharbour, a plane of Oblivion. Haj Uxith comes from a time in Argonian civilization that came before the events known as Duskfall. In order to escape it, the Hist had made a pact with Molag Bal, which took the settlement into his realm, where the Hist would be harvested by the Daedra. A motto that the Argonians of Haj Uxith follow is to preserve the culture that their Hist attempted to keep safe.

HakoshaeEdit

Hakoshae (also known as Valley Guard) is a settlement found in the region of Anequina, within the province of Elsweyr. It is neighbored by several settlements, including Rimmen to the north, Darkarn Place to the southwest, and Alabaster in the southeast.

It is one of the few villages across Northern Elsweyr that were built by the Akaviri refugees that fled to Elsweyr following the death of Emperor-Potentate Savirien-Chorak in 2E 430. Hakoshae is an isolated and quiet community that promotes their Akaviri background with pride. It is populated by Rim-Men with a very loose and distant background from the Tsaesci that were contemporary with the Potentate.

Halcyon LakeEdit

Halcyon Lake (also called Lake Bjoulsae) is a lake on the Bjoulsae River situated in eastern High Rock, in the Mournoth region of northern Bangkorai. The city of Evermore is not far to the southwest. There is a prominent island in the middle of the lake.

Half-submerged near the island are the ruins of Bisnensel, an Ayleid city founded by Laloriaran Dynar, the Last King of the Ayleids, in the First Era. However, he was forced out by a growing cult of Hermaeus Mora, which occupied the ruins for some time afterwards. As the desertification of Bangkorai spread north, the lake was destined to dry up. In 2E 582, a local nereid attempted to avoid this fate by stealing the memories of mortals to create a Water Stone, much to the displeasure of Hermaeus Mora. It is unknown if she succeeded in her plans.

HaleEdit

Hale is a village in the Mania region of the Shivering Isles. It lies along the northern coast, southeast of the Isle of Flame and just north of the ruins of Milchar.

Circa 3E 433, the occupants were mostly a collection of artists. A Knight of the Thorn named Pyke settled here after entering the Shivering Isles through the newly-opened Strange Door in Niben Bay.

Hallin's StandEdit

Hallin's Stand, formerly known as Ojwambu, is a city in southwestern Bangkorai in Hammerfell. It lies in a desert region known as the Fallen Wastes. The river from Nilata Falls feed into the Sacred Springs surrounding the city. A large number of ruins are found nearby, such as the Ayleid Nilata Ruins to the north, the Yokudan Qharroa Ruins to the northeast, the Telesubi Ruins to the east, and Hall of Heroes to the southeast, and Dwarven Razak's Wheel to the south.

The Halls of ColossusEdit

The Halls of Colossus (or Colossus Halls) is an ancient set of ruins found in the province of Elsweyr, deep in the reaches of the region of Pellitine. It overlooks the Great Divide, a stretch of road that runs along the Quin'rawl Peninsula. These ancient ruins have existed in the area long before recorded history, with no indication of who built them, or why. But as the eras go by, the Halls of Colossus was used to contain ancient weapons, from Numidium, to a piece of the Staff of Chaos.

HammerfellEdit

Hammerfell, once known as Hegathe, the Deathland (or Deathlands), and Volenfell, is a region in the west of Tamriel. It has been described as a province, kingdom, or republic throughout its history. Situated between Skyrim, Cyrodiil, and High Rock. Hammerfell features diverse landscapes including beaches, jungles, grasslands, mountains, and the vast Alik'r desert. It is inhabited by the human race of Redguards, who migrated to Tamriel following the partial sinking of their homeland, Yokuda.

Harlun's WatchEdit

Harlun's Watch is a settlement located in the Nibenay Basin to the south of Cheydinhal, in the Cheydinhal Foothills region.

Harstrad RiverEdit

The Harstrad River is a river in northern Solstheim which empties into the Sea of Ghosts along the northeastern coast of the island.

Before the Red Year of 4E 5, the Harstrad river formed the eastern boundary of the Moesring Mountains on the island of Solstheim. It sprung up near the center of the island and flowed north, merging with the Isild River in the Isinfier Plains and then out into the Sea of Ghosts. The Wind Stone was located on its western shore, the Tree Stone was near its headwaters, and its banks were dotted with barrows and snow wolves.

The cataclysms of the Red Year substantially changed the landscape of Solstheim. The delta of the river has moved a little northeast, and the Wind Stone is now located on its eastern shore. The body of the river was substantially truncated, as the headwaters, now inhabited by Spriggans, emerge further north on the island. When the fungal tower of Tel Mithryn began suffering a serious malady in 4E 201, taproot soaked in the headwaters of the river was used to heal the living building.

Hatching PoolsEdit

The Hatching Pools is a settlement in central Shadowfen, deep in the province of Black Marsh. It is named for the pools of Hist Sap found beneath the great Hist tree located here. These pools are used by the Argonians of Shadowfen, who leave their eggs beneath the Hist tree to incubate. The Hist tree is tended to by the Keepers of the Shell, who also act as midwives for the unborn Argonians and preside over their hatching ritual.

Hattu MountainEdit

Hattu Mountain, sometimes called Mount Hattu or "The Father of Mountains", is a mountain in the High Desert province of Yokuda. It was notable for its onyx reserves and for being the place where Frandar Hunding wrote the Book of Circles. Shortly after, a bloody conflict known as the War of the Singers took place at the foot of the mountain. The mountain was inhabited by Hunding zealots during the mid-Second era.

HavenEdit

Haven is one of the eight major cities in the province of Valenwood, located on the stormy waters of the Long Coast. Haven is an important trading post and port city that has changed hands constantly over the course of years, from the Imperials to the Altmer. It is considered the gateway into Grahtwood, the greater region of southeast Valenwood and it is also a key link in the Lane, a major sea route that runs along Tamriel's southwest coast. Haven acquired its name because it seems to be a safe place in a dangerous world.

Havoc WellheadEdit

The Havoc Wellhead (sometimes styled Havok Wellhead) is a realm of Oblivion controlled by many Daedric clans in the service of Mehrunes Dagon. It acts as one of Dagon's many provincial governmental centers. It was accessible from the Battlespire, but the connection was lost after its destruction during the Imperial Simulacrum.

HeartlandsEdit

The Heartlands (also known as the Valley Heartland) are the central lowlands of Cyrodiil; a grassland region surrounding Lake Rumare, as well as the Upper Niben and Niben Bay. At its center is the Imperial City, the largest settlement in the province and the seat of Empires, from the original Ayleid Empire to the Cyrodilic Empires of Man.

HectahameEdit

Hectahame (Ayleidoon for "Home of the Exiles" and also called the Heart of Valenwood) is a large and expansive Ayleid ruin found in the evergreen jungles of Greenshade, in the province of Valenwood. Built deep in the vales of Green's Marrow, it contains the Heart of the Valenwood, an ancient tree that represents the physical embodiment of the forest's soul and lifeblood. The local Wood Elves view these ruins with superstition and awe, both fearing the past and venerating the Heart for its life energy. It was built by the Ayleids, possibly for those that lived in the White-Gold Tower.

HegatheEdit

Hegathe (also called Old Hegathe) is one of the eight major cities in the province of Hammerfell, found in the fertile grasslands on the tropical western shore landings of the Abecean Sea. Hegathe was once the capital of Hammerfell, ever since the Ra Gada landed on its shores in 1E 808 until it was moved to the north, in the Kingdom of Sentinel. It is known for its austere ramparts that harken back to antiquity, and is considered an equal to Wayrest in terms of splendor. The name originally referred to the wastelands that was later designated as Hammerfell, deriving from the Aldmeri word for "Deathland". Despite the meaning of the name, the entire peninsula that the city itself is found upon is a lush subtropical rainforest biome, reaching as far north as Abibon-Gora and as far east as Khefrem.

Heimlyn KeepEdit

Heimlyn Keep (sometimes simply called Heimlyn) is a fortified settlement built on a mesa overlooking the Zabamat region in the province of Morrowind. Despite its location far from their main settlements, it is a foothold owned by House Telvanni in central Morrowind. The town serves primarily as a research center where they study ancient magic, weapons, and relics that are too dangerous for circulation. These items are stored in a reliquary underneath it and its guardians have been ages ago from their knowledge.

Hel Ra CitadelEdit

Hel Ra Citadel (or the Citadel of Hel Ra) is a Yokudan fortress found in the Dragontail Mountains of southwest Craglorn, south of Dragonstar in the province of Hammerfell. Originally a Nedic fort captured by Yokudans, Hel Ra was one of the easternmost of the Ra Gada domains, and one of the few to survive into modernity. It grips the sheer side of a tall mountain, and once oversaw a nearby Yokudan city. Sealed by ancient methods for thousands of years, Hel Ra Citadel long remained a revered remnant of "old Yokuda" in Hammerfell. It was re-opened and briefly occupied by the Celestial Warrior and the re-awakened Anka-Ra during the Interregnum, until they were vanquished by the Undaunted.

HelgenEdit

Helgen, referred to as the "Gateway to the North" due to the many travelers who visited while coming from Cyrodiil to the south, was a fortified hamlet located east-northeast of the city of Falkreath, south of Riverwood, and north of Pale Pass.

The rather small "backwater hovel" was guarded by a wooden wall and the slopes of the mountains it was nestled in, and surrounded a large fort known as Helgen Keep. The Keep held a barracks for Imperial troops, a torture room, and led into a series of caves that traveled north into the wilderness.

HeljarchenEdit

Heljarchen (also called Helarchen Creek) is a historical settlement located in the region known as the Pale, within the province of Skyrim. It is found on the edge of the Pale, where the mountains descend into the great plains of Whiterun Hold. By the Fourth Era the original settlement had been abandoned and a private homestead known as Heljarchen Hall was constructed on the land.

During the Imperial Simulacrum in the late Third Era, the village of Helarchen Creek was an active settlement, being ruled by Lady Ingte. It had a rivalry with Laintar Dale and Dunpar Wall. It was neighbored by several settlements, including Dawnstar to the northwest, Dunpar Wall to the southwest, and Winterhold to the northeast.

By 4E 201, the area had become entirely abandoned. The jarl of Dawnstar offered to sell the land to the Last Dragonborn as a private estate for the purpose of constructing a homestead and wheat mill known as Heljarchen Hall.

HelkarnEdit

Helkarn (or Helkarn Land) is a village located on the edge of Anequina, on the border with Pellitine near the city-state of Corinthe. Helkarn is a small settlement in the heart of Elsweyr that is known for its expert breeders and shepherds.

They have a unique breed of wolf known as the Helkarn Wolf. Their young are more sociable than the typical wolf. For a time, they were used as watchdogs, until they were considered unsuitable, so instead, they were bred to be rideable mounts. Helkarn was one of the original sixteen kingdoms of Elsweyr, even back then, they were known for breeders and shepherds.

HellandEdit

Helland (or North Hall) is a town found in south-central Hammerfell, found in between the city-states of Taneth, Rihad, and Elinhir.

Helnim WallEdit

Helnim Wall is a settlement located in the Indoril District of eastern Morrowind, which is in the jurisdiction of the Great House Indoril. It is near the Inner Sea and south of the city of Firewatch. The terrain around it is made up of badlands.

HelstromEdit

Helstrom is one of the eight major cities in the province of Black Marsh, located in the reputedly inhospitable center of the province called Middle Argonia. Many consider Helstrom the immortal capital of the Argonians. Located in the interior of Black Marsh, which is generally held to be "impenetrable" by non-Argonians, the city itself is notorious for its perilous reputation and the city's guard is reportedly dangerous.

Heretic's HornEdit

A peninsula south of New Sheoth, in the Dementia region of the Shivering Isles. Deepwallow can be found along its marshy inland coast, while the Howling Halls were built atop the central mountain range that runs the length of the peninsula. Named for the Heretics.

HerneEdit

Herne is an island off the west coast of Hammerfell, north of Cespar. It is most notable for acting as the temporary refuge for the Yokudan nobility, known as the Na-Totambu, during the Ra Gada exodus to Tamriel in the early First Era.

Although some sources claim Herne was uninhabited before their arrival, others claim that it was inhabited by a tribe of Nedes, led by a warchief named Haakon. The Nedes had successfully repulsed many attacks by elves prior to the arrival of the Yokudans, but the Ra Gada ultimately exterminated them.

After the loss of Eyevea to the Mages Guild in 2E 582, Sheogorath considered bringing Herne to the Shivering Isles, but it was not the right shape. The island was considered by the Empire to be Hammerfell's territory in 2E 864, but by the late Third Era, the island appeared to be considered part of High Rock in certain maps.[verification needed — see talk page]

Hew's BaneEdit

Hew's Bane, originally known as Khefrem's Boot, is a peninsula in southern Khefrem on the south coast of Hammerfell. The largest settlement on the Peninsula is the city of Abah's Landing. It is bounded by Hew's Bay to the north and east, across the Abecean Sea from Taneth. The peninsula starts at the isthmus found south of Gilane and north of Prince's Gate. There are a number of small islands found south of Shark's Teeth Grotto.

The region is named after Prince Hubalajad, or "Prince Hew", who was the first to attempt to settle the Peninsula, in the early days of the Ra Gada. He discovered a barren peninsula hostile to most life; scorching heat and seasonal flooding led to brackish water and ground which was unsuitable for crops. His struggles during the founding of Abah's Landing gave Hew's Bane its name.

The peninsula is home to exotic species such as the kotu gava and haj mota, as well as more mundane creatures like lions, lamia, and assassin beetles. The sight of a Senche-Serval in Khefrem is a sign of good luck, so people tend to capture several of them to get a streak of fortune, and even train them to become mounts.

Hew's BayEdit

Hew's Bay (formerly known as Hubalajad's Bay) is the body of water that encompasses south-central Hammerfell, around the eastern coast of Hew's Bane and the cities of Abah's Landing and Taneth. It is named after Prince Hubalajad, the Yokudan noble that founded the aforementioned region of Hew's Bane, but his efforts throughout the years ended in failure and tarnished his name.

High HrothgarEdit

High Hrothgar (or simply Hrothgar) is a secluded monastery, perched atop the highest peak in Skyrim, the Throat of the World. Here reside the few members of the ancient order of the Greybeards, who endeavor to become more attuned to the voice of the sky. Jurgen Windcaller, after his defeat at Red Mountain and subsequent meditation, built his home at High Hrothgar and founded the order to study the Thu'um in peace. The Nords believe that they were created by Kyne when the sky breathed onto the peak of this mountain, and many journey up the seven thousand steps on pilgrimages. Few are granted access to its halls as they must be deemed worthy by the Greybeards first (notable examples including Grundwulf, Jorunn, Tiber Septim, Ulfric Stormcloak, and the Last Dragonborn). Most who are accepted are then trained in the Way of the Voice. Some can also receive the Clever Man training at Hrothgar, linking the arts and philosophy of Greybeards with clever craft.

High RockEdit

High Rock is a province in northwestern Tamriel. Most of the province is inhabited by the Bretons, who have divided the province into multiple Breton city states and minor kingdoms. High Rock has also historically contained Orsinium, the City-State of the Orcs. High Rock encompasses the many lands and clans of Greater Bretony, the Dellese Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach. The Direnni once controlled the entire province until the dissolution of their Hegemony in the First Era, leaving behind many ruins and a lasting legacy on the newly formed Breton city-states in their wake. The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans, resisting integration into a formal province or Imperial identity. Nonetheless, their language, bardic traditions, and heroic legends are a unifying legacy. Aside from the Bretons and their ancestors, other races that have inhabited the province include centaurs, giants, goblins, Orcs, and Snow Elves.

HighcrossEdit

Highcross is a village in the Mania region of the Shivering Isles. It lies roughly at the northernmost section of The Jester's Spine.

In 3E 433, the occupants were an eccentric bunch. For example, Bruscus Dannus concerned himself with nothing other than cleaning the road that ran through the settlement. Another eccentric resident was Runs-in-Circles, an Argonian whose very name gives enough explanation as to her erratic and often comical behavior.

The Hero of Kvatch was tasked by one of the village residents, Mirili Ulven, with luring various creatures back to Highcross so that she could capture and study them.

Hill of SuicidesEdit

The Hill of Suicides is a hill that rises out of the swamp waters of northern Dementia, in the center of the Shivering Isles. It is located north of the Low Road, to the west of New Sheoth. A small graveyard is located nearby.

The Hill is infamous among the mortal inhabitants of the Isles, as any citizen who choses to end their own life is doomed to spend eternity on the Hill by Sheogorath's decree. The souls of these suicides can be seen mournfully gazing out adopt the Hill, but cannot be spoken to. It is believed to be a miserable existence, intended to discourage depressed mortals from killing themselves. Visitors to New Sheoth sometimes take day trips to the Hill to take in the sight.

The only way to free a soul from the Hill of Suicides is to bring their mortal remains to them. However, these skeletal remains may allegedly be scattered across the Isles by forces unknown. Those that free trapped souls are said to become blessed.

Hirstaang ForestEdit

The Hirstaang Forest covered most of the southern half of Solstheim, south of the Isinfier Plains. Bloodskal Barrow and Brodir Grove formed the northern border. The west, south and eastern borders ended at the northern waters of the Inner Sea. The forest was destroyed following the eruption of Red Mountain in the Red Year of 4E 5, leaving only ash wastes in the southern half of Solstheim.

The Hirstaang Forest was home to numerous barrows and ice caves. There were only two Imperial settlements on the island, both located within the forest: Fort Frostmoth and the mining town of Raven Rock. Barrows like Bloodskal Barrow, Himmelhost Barrow, Frosselmane Barrow, Kolbjorn Barrow, Skogsdrake Barrow and Valbrandr Barrow made the Hirstaang Forest home to the largest concentration of barrows anywhere on Solstheim. The few ice caves in the region, like the Halls of Penumbra, Ulfgar the Unending's Dwelling and Kolfinna's Dwelling, made the Hirstaang Forest as extensive underground as it was above ground.

HissmirEdit

Hissmir is a historic settlement in the Venomous Fens of southern Shadowfen, deep in the province of Black Marsh. It is a site of pilgrimage, centered on an ancient xanmeer complex. Lukiul pilgrims come to Hissmir from all over Tamriel to complete the Trials of the Burnished Scales and commune with the Hist. This ritual allows even non-Argonians to speak with the Hist. Many Argonians born outside Black Marsh lack a connection to the Hist and come to Hissmir to find that missing piece of themselves.

River HjaalEdit

The River Hjaal is the main river that flows through the center of Hjaalmarch in Skyrim. Its headwaters are located in northwestern Whiterun Hold, in the highlands south of Morthal. After dropping down a series of waterfalls and entering Hjaalmarch, the river passes northeast through Morthal, then spreads out and drains into the Karth delta, the marshy area where the River Hjaal and the larger Karth River empty into the icy Sea of Ghosts through a variety of intricate channels.

HjaalmarchEdit

Hjaalmarch or Hjaalmarch Hold is a lowland coastal hold in Skyrim. Roughly half the hold consists of the Drajkmyr marsh, south of which is the capital and only major settlement Morthal (although Stonehills and some farmsteads lie on the tundra of Hailstone Valley). The region is veined with waterways that empty into the Sea of Ghosts, and the Skyborn Range further isolates the area from the eastern and southern border.

Hjaalmarch is home to the Karth delta, also called the Mouths of the Karth, where the mighty Karth River and the smaller River Hjaal (from whence the hold's name is derived) empty into the Sea of Ghosts through a variety of intricate channels. The Deathbell flower is known to be abundant throughout the swamps. Many ruins dot the hold, including the legendary Labyrinthian. Combined with the fog that surrounds the marshes and the creatures that stalk the land (Wispmothers purportedly originated here), Hjaalmarch is considered one of the more mysterious holds in Skyrim.

Hjaalmarch has the lowest taxes of the nine holds, but it is also the poorest hold.

Hla OadEdit

Hla Oad was a tiny fishing village at the southern end of the Bitter Coast region, southwest of Balmora on Vvardenfell. It offered few services, and was rumored to be a major stopover for smugglers. Circa 2E 582, Hla Oad was not yet a town, though the Sarandas Shack was found at the site of the future settlement. Like most of Vvardenfell, it was likely destroyed during the Red Year.

HoarbeldEdit

Hoarbeld was a village featured in the fictional novel series The Adventures of Eslaf Erol. It was located in the province of Skyrim, outside of the kingdom of Erolgard and near Mount Jensen and the southern woods of Tamburkar..

HolamayanEdit

Holamayan is a monastery and sacred temple of Azura, located on an isolated island off the eastern coast of Vvardenfell. It lies along Azura's Coast, south of Sadrith Mora and east of Mount Assarnibibi. The monastery has been a pilgrimage site for thousands of years, with ferries coming from as far away as Ebonheart. Secretly, Holamayan became the home of the Dissident Priests, who disputed the doctrines of the Tribunal Temple. Thus, the monastery became a repository for the Apographa, the hidden writings the Temple had suppressed. The monastery itself is built underneath the surface of the island, with its entrance hidden by hills and brush. It is further protected by a magical stone hood that raises only during the times of Azura, dawn and dusk. Within, the monks pay homage to Azura and the saints of the Dunmer (not including the Tribunal).

The Hollow CityEdit

The Hollow City is an abandoned city found in the depths of Molag Bal's realm of Coldharbour. It is protected from Molag Bal's influence and minions by his enemy, Meridia, who despises undeath. It is thus a unique oasis of light and life in one of the darkest and most dangerous realms of Oblivion.

The Hollow City was once a city in Tamriel, likely in Cyrodiil, at which point it was called by another name.

The legend of the city's disappearance bears a striking resemblance to the history of Delodiil, which was transported by her into Coldharbour in response to an attack by Molag Bal. It is implied that the Chapel of Light is the same as the one found in Delodiil, which was also built around a cathedral dedicated to Meridia. However, there are some inconsistencies in that Hollow City was transported in the time of Laloriaran Dynar, the "Last King of the Ayleids", and therefore at the very end of the decline of Ayleid civilization, while Delodiil apparently disappeared when Ayleids still ruled the Heartlands.

Honor's RestEdit

Honor's Rest is a tomb, built by Orcish, Redguard, and Breton masons after the destruction of the First Orsinium. It serves as the final resting place of Baloth Bloodtusk and Gaiden Shinji, two great heroes and rivals, buried together side by side.

Lake HonrichEdit

Lake Honrich is a lake in the eastern Rift. Riften is located on the shores of Lake Honrich, and a set of islands called the Isle of Gold can be found at its center.

Howling HallsEdit

Emperor Pelagius Septim III died on the 2nd of Sun's Dawn, 3E 153 in the Temple of Kynareth on the Isle of Betony. This Temple was destroyed promptly after the Emperor's death. Not long after, residents of the Shivering Isles came to Tamriel, stole the stones of the ruined Temple, brought them to the Isles, and rebuilt the Temple in exact detail atop the Heretic's Horn in Dementia. This structure became known as the Howling Halls, as it was said that one could still hear Pelagius' screams.

Hrota CaveEdit

Hrota Cave is a natural cave network found just north of Anvil, on a hill overlooking the city. It lies just off the Gold Road.

Like all natural caves, these tunnels once served as the capillaries of Nirn, pulsing with the divine essence of the Aedra. The cave possesses black rock walls and extensive stalagma.

Circa 2E 582, the cave was home to an evil spirit, a wispmother named Exulus. She spawned other lesser wispmothers, and used her wisps to reanimate the corpses of the countless warriors sent against her. The Temple of Arkay lost several holy warriors to the monster, and offered a bounty through the Dragonstar Caravan Company to whoever could destroy Exulus and recover the pauldrons of the fallen warriors. This contract was duly completed, and the evil was driven from Hrota Cave. However, the cave had also become the lair of a vampire lord named Zalar-do, whose presence threatened the whole of Anvil. The famed vampire hunter Mel Adrys tracked the vampire to the cave, killing her and the few victims she had turned.

By the end of the Third Era, the cave was uninhabited. This changed in 3E 433 when a gang of Bosmer thieves moved in and started plaguing Anvil. One of their victims was the Anvil harbormaster, Newheim the Portly, whose heirloom flagon was stolen. The local Fighters Guild was hired to take care of the thieves, and subsequently wiped out the gang and recovered the missing flagon. Wild beasts and monsters then began to occupy the vacated cave.

Hrothmund's BarrowEdit

Hrothmund's Barrow is a Nordic barrow on the island of Solstheim, located in the Moesring Mountains.

HistoryEdit

The barrow is the resting place of Hrothmund the Red, a Skaal who left Skaal Village and founded Thirsk in 3E 326. He ruled over Thirsk for twenty-one years, but was slain and devoured by Ondjage, the Fell Wolf, in 3E 347. He was buried in the barrow with two of his prized possessions: Hrothmund's Axe, which became a conduit for speaking with his spirit, and the Amulet of Infectious Charm, a famous magical trinket which he had used in life to woo women despite his great ugliness. A body encased in stalhrim was placed in the barrow, although it's unknown if it was the remains of Hrothmund. The barrow was guarded by draugr, bonewolves and undead skeletons, and the entrance was magically sealed. To gain entrance, one needed to speak the correct password ("Ondjage"), or the barrow would be sealed forever. The main chamber was flooded with water, which would recede when approached. A geoglyph called Hrothmund's Bane was assembled around the barrow to resemble the head of a wolf, with the entrance as its eye.

Following Hrothmund's death, the inhabitants of Thirsk began the tradition of sending their new chieftains to the barrow to receive Hrothmund's blessing. It was during one of these visits, in 3E 427, that the Nerevarine entered the barrow, seeking to become chieftain following the death of the Udyrfrykte. The Nerevarine also looted the stalhrim, and took the Amulet of Infectious Charm for Louis Beauchamp, a Breton mage from Ald'ruhn who had sent a failed expedition to the barrow earlier that year in a patchwork airship. By 4E 201, the seal on the entrance was no longer in place and the barrow's undead guardians were gone. After Thirsk had been taken by rieklings earlier that year, the warriors of Thirsk had fallen out of Hrothmund's favor, and it's unknown if the tradition continued.

Hsaarik HeadEdit

Hsaarik Head is a headland located at the extreme northern tip of Skyrim's Broken Cape, where the city of Winterhold is built upon. According to tradition, it is where the last fleet from Atmora, under the command of Ysgramor, made landfall in Tamriel during the late Merethic Era. Some believed that the resting place of Yngol, the son of Ysgramor, was located far below the rocky face of Hsaarik Head.[nb 1]

The headland was once much larger and more populated until the Great Collapse of 4E 122, when large portions of it fell into the Sea of Ghosts, taking entire city districts of Winterhold with it.

Hunding BayEdit

Hunding Bay, named after the famed Redguard hero, is a body of water in the Abecean Sea, near the isle of Stros M'Kai, south of Hammerfell. It is well known as the site of the famous Battle of Hunding Bay.[1]

Hunting GroundsEdit

The Hunting Grounds, also known as the Great Hunt, is a realm of Oblivion created and ruled over by Hircine, the Daedric Prince of the Hunt. It has been described as a realm of dense woodland and vast grasslands populated by werebears, wild cattle and unicorns. It is a savage land inhabited by vicious creatures such as bears, wolves, werecreatures, and Daedra. These creatures are generally much larger than their counterparts in the mortal realm. The spirits of animals from the mortal plane are a common sight within the Hunting Grounds, as Hircine brings them in to please his followers. All who die within the Hunting Grounds are doomed to remain within the realm after death. Inhabitants of the realm may take on the shapes of various animals to participate in the eternal hunt.

Followers of Hircine are promised an afterlife within the Hunting Grounds, where they can indulge in spectacular hunts, as well as experience an endless cycle of violence as well as death and rebirth. Its inhabitants reside in the many hunting lodges dotting the landscape. The forests of the Hunting Grounds are teeming with powerful beasts, which allow Hircine's followers to engage in the most spectacular hunts. For the devoted, it is a paradise. The souls of lycanthropes are claimed by Hircine and spend eternity experiencing the thrill of the hunt in his Hunting Grounds. However, it is possible for a soul to transfer to the proper afterlife (such as Sovngarde) if their lycanthropy is cured posthumously, provided their soul is yet to have been taken to the Hunting Grounds. During the daylight hours, werebears and fierce Nords stalk the land in their continual Hunt. When the sun sinks below the horizon, Hircine announces himself with a pack of werewolves to take his turn in the cycle.

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